Gotcha, thanks! Yeah, fuck it (for now), onto the famicom...
50 Feb 10, 2011 12:37 pm
Re: Amazing NES game soundtracks (93 replies, posted in Nintendo Consoles)
Sword Master, Shotaro Sasaki
51 Feb 10, 2011 7:48 am
Re: NES/MOD/POWERPAK/VRC6/VRC7 (29 replies, posted in Nintendo Consoles)
Thanks guys!
Expansion Audio Comparisons V1
Included so far is select examples of various Famicom expansion audio tracks, all sampled from an American NES using the Powerpak and the 47k resistor mod. Sampled from the mono RCA audio output.
-Example Tracks-
FDS:
Arumana no Kiseki - Track 1
Arumana no Kiseki - Track 2FME-07:
Gimmick - Track 1
Gimmick - Track 2N106:
Erika to Satoru no Yume Bouken - Track 1
Erika to Satoru no Yume Bouken - Track 2
Mappy Kids - Track 2
Mappy Kids - Track 3VRC6:
Akumajou Densetsu - Track 1
Akumajou Densetsu - Track 2
Esper Dream 2 - Track 1
Esper Dream 2 - Track 3
Mouryou Senki Madara - Track 1
Mouryou Senki Madara - Track 2Sorry, no MMC5 or VRC7 yet.
Compare and contrast to various NSF players or other hardware recordings from the original cartridges if they're available (I'll be making more of that available in the future). I believe the expansion probably comes out too loud with the basic 47k resistor mod. I'm also not yet certain of the quality of the "emulation" from the powerpak. Let me know if your mod provides different levels than mine as well.
So there's not much to compare anything to yet, unless you wanted to compare these to nsf players. As mentioned in the text file, I think afterall that the expansion is likely too loud from the RCA output of an NTSC NES, using the powerpak and the 47k resistor mod. Like you'll hear immediately how it sounds louder than every nsf player. Is it like this for everyone else? An extreme example is Madara track 2, you can barely hear the DPCM in it.
Perhaps all the more reason for the mod to include a volume knob...
Oh, I forgot to mention that everything was sampled at the same volume as well. I used one of the Akumjou tracks to 'master' to since it was loudest. There's also a bit of noise, and I'm not certain it's normal NES/ powerpak noise. I don't hear it from the same RCA output when I'm only sampling 2a03 stuff, so I think it must be coming from the expansion but only when it's in use. I'm not %100 on this though. Or maybe that's normal if it's that much louder...
Anyways, I was surprised to see that expansion won't work from the original carts using a gyromite adaptor! Whoops. I kind of assumed that would work if the powerpak worked! Why is that? It goes through a pin/ leg that gets lost in the adapter? The games will still work and play 2a03 audio. What would it take for a Famicom expansion cart to have its audio work on a US NES? Do I need to pull audio from a pin on the cartridge?
I'll probably sample from Enso's famicom next and see how that sounds.
52 Feb 8, 2011 3:26 pm
Topic: brown recluse - panoptic mirror maze (non-chip) (2 replies, posted in Releases)
BR - Panoptic Mirror Maze (bandcamp)
Mirror Mansion (vimeo)
Here's a new EP from Brown Recluse! It's not chip music, but I know some friends were looking forward to this so I figured I'd post it.
53 Feb 8, 2011 6:41 am
Re: Amazing NES game soundtracks (93 replies, posted in Nintendo Consoles)
Magician, Neil Baldwin
54 Feb 8, 2011 3:57 am
Re: - (11 replies, posted in Nintendo Consoles)
Bucky, we're using one of your classic game rip libraries for the site's stock samples at the moment. x)
's good stuff
Oh nice!
Yeah this is going to get me to finally try some MML...
55 Feb 7, 2011 11:50 am
Re: - (11 replies, posted in Nintendo Consoles)
Looks like I should finally dig into nullsleep's tutorial, this looks really cool.
56 Feb 6, 2011 1:24 pm
Re: 1/15 [DC] MAGFEST: Cheap Dinosaurs•George&Jonathan•Noisewaves•Wizwars (67 replies, posted in Past Events)
Oh... so that's what almost got us kicked out of our hotel room!
57 Jan 27, 2011 1:08 am
Re: NES/MOD/POWERPAK/VRC6/VRC7 (29 replies, posted in Nintendo Consoles)
bucky and i noticed that the vrc6 sounded really loud on an enso's famicom - the vol of the different expansions are not emulated correctly on the power pak. i also noticed a difference from chip to chip.
Well, I don't actually know for certain that the VRC6 is too loud on the powerpak. Part of me is suspicious that the saw is too loud in Castlevania from an arrangement standpoint to begin with...
But it did sound kind of annoyingly loud, yes.
However, the emulated FDS channel was very noticeably out of tune when I ran some FDS games on the powerpak, so there are certainly some flaws to be found. My general concern/ skepticism about sound expansion is that, unlike 2a03 stuff, we don't have lots of good reference points for how it's "supposed" to sound. With normal NES music, we've all heard it a bajillion times, so poor emulation can really stand out. Otherwise, I've heard the VRC7 sound very different between two NSF players, so how are we supposed to know which is better?
I've begun collecting sound expansion games with the intention of sampling their soundtracks properly from hardware.
So far I've gathered-
Gimmick! (FME-07)
Madara (VRC6)
Akumajou Densetsu (VRC6)
Lagrange Point (VRC7)
I'm planning on getting all sound expansion games that exist (asides FDS games), if non are rare/ super expensive. I'm sure other people have done hardware recordings before, but I'd love to put up something nice and organized for them...
This may be needlessly anal-retentive, but I also wanted to compare a couple tracks from each game when sampled from the RF output of a Famicom, the RCA-out of an AV-modded Famicom, and the RCA-out of a modded NES. Perhaps low-gain or someone else may have some insight, but I'm not too trusting that the 47k resistor mod 'guarantees' the proper levels between the expansion and 2a03 like the original Famicom has. I have no technical understanding to back this hunch up, but I'm definitely interested in double checking the quality of everything.
I guess it doesn't really matter for most musicians-- you compose for what you have, so it's not like the VRC6 being mixed "perfectly" matters for original music. But I figure why not poke around and see how to get the most proper sound for these game soundtracks.
Anyways, back on topic-
I also think there'd be a demand for a low-gain sound mod w/ expansion support. To echo theta-frost, I know someone else who was interested in low-gain's mod but passed because they were concerned how it'd work with sound expansion. I'll also put in a vote that you should make one dude!
58 Jan 27, 2011 12:45 am
Re: Music for a Classic Platformer Game (21 replies, posted in General Discussion)
Sweet, thanks! Glad I could be of some help.
59 Jan 23, 2011 2:26 am
Re: Music for a Classic Platformer Game (21 replies, posted in General Discussion)
I have an NES sample set I made several years back. It's free and you wouldn't have to credit me or anyone if you use it. It only works for .it modules, but I could probably remake it as .xm for use in milkytracker. (milkytracker doesn't do .it, right?)
But here it is anyways - NES .it module Sample Set V1.
The idea behind my set is that you're starting with a blank module but all of the instruments are already loaded in. The reason for this is because individual .wavs are pretty useless without the looping data in the tracker they need... so my set can only work as a 'blank' module file. Kinda sucks for people who don't use .it... but oh well.
There's a lot of samples because I tried to include some basic effects that sample-based trackers aren't good at.
Or, since you've mentioned you're a windows user, you could try out modplug. I think it's very user friendly, and although I'm not familiar with milkytracker, I imagine figuring out modplug shouldn't be hard if you understand how any tracker works. You can open the .it file with it.
Best of luck, and let me know if you have any questions!
60 Jan 19, 2011 11:13 pm
Re: 1/15 [DC] MAGFEST: Cheap Dinosaurs•George&Jonathan•Noisewaves•Wizwars (67 replies, posted in Past Events)
Esopus-dragon wrote:This requires a facebook to view.
Yeah, that's unfortunate. Emily has been getting the original .mov files out to some of the bands already, so hopefully I can reupload the cheap dinos stuff to youtube.
here's one for now!
61 Jan 19, 2011 6:31 am
Re: 1/15 [DC] MAGFEST: Cheap Dinosaurs•George&Jonathan•Noisewaves•Wizwars (67 replies, posted in Past Events)
bucky wrote:*E, did we meet?
Yes, I believe we did
I think after Noisewaves set, you, me, and chipocrite spoke for a second about their great performance iircedit: I was the short kid in a red hoody/backwards white hat
oh, cool!
enso wrote:maaaaaaagfesttttttttttt
ps: if you weren't there, you missed one of the best live chip performances of all time. Luckily, there is video: http://www.facebook.com/video/video.php?v=1788258474497
This requires a facebook to view.
Yeah, that's unfortunate. Emily has been getting the original .mov files out to some of the bands already, so hopefully I can reupload the cheap dinos stuff to youtube.
62 Jan 18, 2011 8:43 pm
Re: 1/15 [DC] MAGFEST: Cheap Dinosaurs•George&Jonathan•Noisewaves•Wizwars (67 replies, posted in Past Events)
Absolutely insanely awesome. Attendance lacked slightly but energy never did. If they're going to keep doing chiptunes in the main concert hall, however, I'd like to recommend some kind of smaller on-stage P.A. be brought in for the sets. With bands, you have huge amplifiers and drums pouring sound directly from the stage, but for something like this there was kind of an airy void of sound if you were near the front of the stage dancing it off in between the significantly-spaced speaker towers (like I was with my fellow Shizzies).
I agree! I thought the sound was actually pretty solid for everyone, it just took some sets longer than others for the sound to be worked out properly. But you're absolutely right. For people right up front and center, the PA speakers are far off to the side so the drums and other instruments with amps further back on the stage wind up dominating the sound. This is often an issue even at places with smaller or no stages-- basement shows where the PA speakers are up front, but the crowd gets so close they're basically touching the drums and the speakers are behind them... they're not going to get good sound. That's why there should be speakers behind or on level with the furthest sound source in the back (as long as they're loud enough).
I had a fucking blast. Every act was great, and I'm enthusiastic to see how future chip shows at magfest turn out. I think I only missed Note!'s set for food, but it looks like it was solid from the video.
I was very happy getting to meet and hang out with the gentlemen from noisewaves. Awesome guys and band.
Inverse Phase:
http://www.facebook.com/video/video.php?v=1787329611276
Note!:
http://www.facebook.com/video/video.php?v=1787435373920
Danimal:
http://www.facebook.com/video/video.php?v=1787399373020
Zen Albatross:
http://www.facebook.com/video/video.php?v=1787351811831
Dark Warriors:
http://www.facebook.com/video/video.php?v=1788676724953
http://www.facebook.com/video/video.php?v=1788625683677
Noisewaves:
http://www.facebook.com/video/video.php?v=1787492495348
http://www.facebook.com/video/video.php?v=1787471774830
George and Jonathan:
http://www.facebook.com/video/video.php?v=1787310810806
(the audio was still quiet for that one )
Cheap Dinosaurs:
http://www.facebook.com/video/video.php?v=1787168367245
http://www.facebook.com/video/video.php?v=1788189272767
edit:
*E, did we meet?
63 Jan 4, 2011 8:55 am
Re: II51 . Disasterpeace . Rise of the Obsidian Interstellar (33 replies, posted in Releases)
LOVING THIS.
64 Dec 17, 2010 9:32 pm
Re: The Depreciation Guild...... (23 replies, posted in General Discussion)
Bummer! I really liked The Depreciation Guild.
I take it the guys are getting busy with The Pains of Being Pure At Heart?